We were supposed to leave Early Access at the end of August, yet here we are start of June - who knew we’ll be adding more changes in May than days in a whole year? My secret is ImmaterialAI Plus, what's yours?
ImmaterialAI Plus - now fully released on Steam and everywhere else, acts through its AI and tools as a smart notebook and mirror into your mind and perceived disharmony to show you real answers and real steps to get out of everything, with hundreds of new tools and updates to existing features on top of the permanently free ImmaterialAI app. ImmaterialAI Plus is a paid DLC that also guarantees you all free updates going forward at no extra fee, we don't plan on adding more DLC, updating only the base app and Plus going forward.
You don't need the DLC to deal with any negative/limiting/distorted mentalities, the DLC is if you want more of the same and not the same.. and better! ImmaterialAI Plus expands on the necessary features (fully free version) with better journaling and mind mapping support, more depth for analysis, new kind of insights, new customization, filtering, AI tools, etc. It also supports us and helps us move towards doing this full time, if there's anything to show how commited we've been to IAI and IAI Plus, just look at our update history, I, personally, Claudiu Bele, founder&creator&writer&bla bla of this, national id [redacted] won't abandon this project. Supporting us would help us live off of IAI directly and be able to approach the whole situation from a whole new place, letting us polish and design updates for longer times, invest in ads and content production, gear to release on new platforms, even making us able to expand the team later down the line. Right now it's just me and Rose - my wife, that's the whole team, so we don't need many sales, every one matters and makes the difference.
The app works really well once you get the hang of it, very versatile, being able to even show you that there's no proof to say getting a helicopter once you've made it is a bad idea, we just don't know. Oh the beauty of knowledge - ImmaterialAI Plus.
Return to Bliss season 2 is live
We're doing seasons now? Why not? Before update 3.25, users going into Return to bliss would see June 1st as the deadline for the timed unlocks available at the time (Blarg the orc AI flow alternative, 2 UI skins). We didn't have a plan back then, so guess what we had to figure out this week?
Season 2 lasts until the end of 2022. More quests and unlockable insights planned post-release
New rewards (coming soon)
Season 2 introduces timed unlocks for free users
'Cool story bro' alternative AI flow (gold in all quests),
new UI mode (diamond in all quests)
New Plus-only unlocks
'The skeptic' alternative AI flow
4+ new UI skins, featuring your suggestions
New quests
The quest list remains unchanged in 3.25 and progress carries over from season 1, timed unlocks being currently unlockable now if you finish all 6 existing quests on gold & diamond. We'll soon add more quests tied to recent features like Clusters, Sanity Check or Train your intuition, and with them insights to unlock with each progress tier.
Other Changes
(Plus) Tasks: quickly assign task status to a node from within the Task board
quickly create nodes on the fly
(Plus) advanced text editor
new button: insert tables
buttons will wrap on multiple lines when the window has <500 pixel widths
advanced text viewer
now fully available to free users
issues with parsing IAI nodes inside tables fixed
advanced text viewer and (Plus) editor are now unlocked at level 1 (from 19)
(Plus) advanced text viewer and editor now available in the standalone 'Add node' tool
toggle between edit and view modes
quickly create nodes on the fly when searching for a node to inline inside the new node's description (Yo dawg meme irl)
tap on nodes inside the description in view them to expand them in the navigation stack
Return to Bliss scrolling fixed for small window widths
date texts shortened when the app's window width is small
more
Congrats to the whole team and thank you all for the feedback, purchases, questions and overall support so far, it contributed to where we are now, with both the free version and premium upgrade officially live on multiple platforms, the only tool that makes you realise and get out of negative inner states, limitations, distortions, damaging ideas and more.
Hi I'm Yuji Nakamura, the creator and solo developer of Mars Tactics. In this dev log I want to introduce the main design principles of my game.
The ideas behind Mars Tactics have been kicking around in my head since I was kid, when I began jotting down favorite game mechanics in a Windows 97 spreadsheet. When I finally sat down a year ago to plan my "dream" tactics game and define its scope, all those ideas were distilled into 3 core design goals:
Make each battle feel like its taking place in a big, interconnected world
Set players loose in a destructible sandbox and remove the guard rails
Celebrate the stories that emerge in the chaos
Connecting Worlds
I love tactics games, but sometimes battles can feel like they're happening in a vacuum. Sure, there's a story threading each mission to the next, but there can be a lack of continuity from one battlefield to another. That's why in Mars Tactics I want to tightly integrate the strategy and tactical layers and make each battle feel connected to the rest of the world.
Specifically, in this game both the strategy and tactical layers exist on the same grid - to begin a battle move your squad to the enemy's position on the world map, and once you arrive the camera zooms in on that grid tile and the battle begins. If the enemy squad escapes combat by fleeing east, then back in the world map they will appear one grid tile to the right. It's all fluid, realistic and interconnected.
What's more, positioning your squads before and after each fight will trigger important consequences during combat: friendly or enemy reinforcements and where they come from, available escape routes, as well as ambushes and various buffs and debuffs to troops on the battlefield. With this design, I want to add a deeper layer of strategy and variety to each battle, but also create more meaning and context for each engagement. I'll be sharing more about this in an upcoming dev log.
Yankee and Echo squads setting up an ambush in the strategy layer.
Tactical Creativity
Many tactics games already feel like you're playing in a sandbox -- enemies spawn randomly, the terrain is unpredictable, and you have many ways to win. But with Mars Tactics I want to take this to another level. Here are some examples:
Shoot at anything, not just enemies. (And I really mean anything.)
Throw equipment or unprimed grenades. Link throws to daisy-chain across the map.
Change loadouts during battle if you find better loot.
Reshape the battlefield by blowing up buildings, vehicles and cover.
Blow a hole in the ceiling, then throw a grenade in that hole.
Use NPCs for cover.
Hijack civilian drones or cameras for recon.
Immobilize an enemy then use them as bait.
Drag immobilized troops to safety. Troops can keep shooting while being dragged.
Send in cheap unarmed rookies and hope they can find a gun -- or at least be useful distractions.
Enter a battle just to steal equipment, then run away.
To make all of this possible I'm untangling many common hand-holding systems. It's a risky move that will require balance and iteration, but I'm betting players will ultimately appreciate the freedom to be creative.
Shot took out the enemy and the fence behind them. And yes, you can grab that rifle to swap weapons.
Chronicle of Cool
Sandbox games can generate awesome stories and characters, but after a while it can be easy to forget what happened. So in Mars Tactics I'm doubling down on emergent gameplay while adding ways to capture and remember the cool moments.
For starters, your troops develop traits and skills based on what happens in battle -- a system I call "emergent personalities" that replaces traditional progression trees. For example, if you keep throwing grenades with a rookie, eventually they'll grow into a grenadier. And if that rookie pulls off something really cool like blow up 4 enemies in a single turn, they'll unlock a special powerful ability. There are 80 such abilities in the game right now and I'm working to create more.
Units can also be permanently injured, which creates both negative and positive perks. Overall, I'm designing these systems so on each playthrough you'll develop a group of scrappy misfits like no other.
And to help you remember all this, every soldier will have a detailed bio page so you can go back and look at what happened in each battle. In fact, I'm working on a system to let you save, replay and share your favorite battles. It's a huge technical challenge, but I hope to tell you more later this year or next.
Sorry ladies, still working on female portraits.
Well, that's it for this time. There are other features I haven't mentioned such as Grand Warfare – big battles involving dozens of units and support such as airstrikes and artillery – but I'll get to them in the future. Also excited to share more about the capital vs labor theme. I'll try to post at least one dev log a month going forward until release, but if you want more regular updates, check out my Twitter or Discord for WIP screenshots and videos.
Due to technical issues, we have urgent maintenance for partial custom systems and chat functions. The maintenance will be done by Jun.6 24:00 (UTC+8). During the maintenance, those functions and systems will be unavailable to use.
Thank you for your continuous support and understanding!
Happy Children's Day! Integrate a wave of fangirls created by netizens! Hope it brings you some happiness~
The new work GODSOUL also continues to seek attention & wish list, there will be a trial play this year *The new work is still a buyout game~ The new work is a cyberpunk x mythology style 2DRPG~ (slightly Persona like RPG/plot direction/slaying minaret-like playing card elements/mild meat pigeons/also GAL elements/understood as gals with gameplay) "Rebel Soul" is a plot-oriented, visually stimulating RPG. You will meet and connect with "rebellious" girls who are obsessed with games, painting, programming and other interests, travel through the alien space, and resist the evil people who oppress us from different places such as schools, factories, and the Internet. Looking for more phantom girls.... 100+ dynamic vertical paintings + dynamic CG performances, light cyber x mythical alien world, fast-paced RPG + playing cards, let your DNA ignite!
Players who customize their names like the two-dimensional, artificial intelligence male protagonists, 4 operable female protagonists, multiple awakenings, and the "contractor" with similar humanoid equipment is also a beast girl type, hundreds of thousands of words rich plot, 100+ Dynamic portrait. High-definition dynamic CG, working hard to develop~ https://store.steampowered.com/app/1213300/GODSOUL/